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Re: [Theme Thread] Z2 Sprite thread

 April 14, 2018, 06:35:12 am View in topic context
 Posted by Nert/Captain Unprofessional  in [Theme Thread] Z2 Sprite thread (Started by AlexSin October 14, 2012, 11:57:57 am
 Board: Graphics

I tried to make a "Cliffside" Ultra Instinct Goku by converting one of the statues of the form into a sprite (I edited the proportions to be more Z2-ey, but it might not have been enough as it seems out of place with Balthazar's Base-SS3 Goku sprites)

1)Sprite

2)Orig->New (Enlarged sprite rather than hurt the original's image quality)

3)Comparison to Balthazar sprites
    

Re: [Theme Thread] Z2 Sprite thread

 July 31, 2017, 12:38:38 am View in topic context
 Posted by Nert/Captain Unprofessional  in [Theme Thread] Z2 Sprite thread (Started by AlexSin October 14, 2012, 11:57:57 am
 Board: Graphics

    

Re: [Theme Thread] Z2 Sprite thread

 July 20, 2017, 11:16:04 pm View in topic context
 Posted by Nert/Captain Unprofessional  in [Theme Thread] Z2 Sprite thread (Started by AlexSin October 14, 2012, 11:57:57 am
 Board: Graphics

I made Version 3 of Merged Zamasu:


I changed the palette, fixed the face, edited the end of his top and somewhat fixed the shading (it's not 100% accurate to the Z2 style, but it's an improvement from the last one).
    

Re: [Theme Thread] Z2 Sprite thread

 July 19, 2017, 02:28:55 am View in topic context
 Posted by Nert/Captain Unprofessional  in [Theme Thread] Z2 Sprite thread (Started by AlexSin October 14, 2012, 11:57:57 am
 Board: Graphics

The shading still feels a little "MS Paint". I don't know how to describe it. I want to say pillow shading, but it's better than that usually is.
The boot looks good, but the legs are a little weird. I think they might be a little short, and I'm kind of confused as to how the legs are arranged. It kind of looks like both legs are shoved into one boot, or maybe that lower body is facing to the right while the upper body is  45 degree angle toward the viewer.
I still don't have a strong grasp of Z2 shading. I looked through this thread for tips and even looked through the simple spriting links that Yoshin linked to, but it still confuses me.
After looking at the FighterZ Freeza I traced over another time I noticed that his leg is at an angle. I drew the second/hidden boot straight up, did the same with the hidden pant leg and the pants are too baggy so it looks like the hidden leg is connected to the baggy part of the main one.

The first will be hard to fix, but the second will be a piece of cake, I might try to turn the second foot, but if it doesn't turn out well I'll just make him float both forwards and backwards.


I'd say use this as a reference for the shading considering it's close to what you're aiming for...
I can see him coming out  quite nicely I do have an issue with his anatomy though, I mean I'm not good at anatomy but something about it just feels off like it may be his height for the most part definitely something with the legs though but again still coming out quite nicely srry I can't really be much help p.p

Don't worry about your credentials, you don't need a particular skill set to critique. You may need them for an in-depth critique, but that's not very relevant.
The angle of the legs and the bagginess of the pants are definitely the problem. The image I used as a base (FighterZ Freeza) has a bent leg and I didn't notice it.
Also, I forgot Barker made a Zamasu, I had seen it before but it completely escaped my mind when trying to improve the palette.



Thank you both for the feedback.
    

Re: [Theme Thread] Z2 Sprite thread

 July 18, 2017, 09:16:01 pm View in topic context
 Posted by Nert/Captain Unprofessional  in [Theme Thread] Z2 Sprite thread (Started by AlexSin October 14, 2012, 11:57:57 am
 Board: Graphics

 I finished the 2nd version of Merged Zamasu.

Big changes:
1)I mixed a pose given to me by Yoshin and Freeza's FighterZ pose.
2)Rather than using simple colors somewhat similar to the anime's, I tried to use Balthazar's Goku Black sprite's palette for the black and grey parts of the clothes. I also used the palette from AlexSin's edit of Armentis' Zamasu as a starting point for the skin.

I'm still questioning how the body parts look (especially the face) and the quality of the shading, but the two main changes solve some of the problems that existed in the previous version.
    

Re: [Theme Thread] Z2 Sprite thread

 July 12, 2017, 03:46:19 am View in topic context
 Posted by Nert/Captain Unprofessional  in [Theme Thread] Z2 Sprite thread (Started by AlexSin October 14, 2012, 11:57:57 am
 Board: Graphics


I might be alone on this, but your previous take on Zamasu had a more readable pose outside of his legs being too close together, and it really just needed a touch up on the shading, so I would try to create a more open pose like what you previously created.

I think the current egotistical pose idea used by both V1 and the concept image for V2 should be scrapped entirely.
Using V1 makes little sense in terms of body language but is somewhat visually interesting while V2 makes sense in terms of posistioning but is far too stiff.
With such a generic pose you can't get the best of both worlds.
I'm thinking of using:

or
    

Re: [Theme Thread] Z2 Sprite thread

 July 12, 2017, 01:56:21 am View in topic context
 Posted by Nert/Captain Unprofessional  in [Theme Thread] Z2 Sprite thread (Started by AlexSin October 14, 2012, 11:57:57 am
 Board: Graphics

(Sorry for indirectly causing so much arguing)

The shading has no anti aliasing at all, it makes it look flatter, more like SFA more than Z2. On top of that the colors are outright used in a different way altogether for Z2, i'd suggest looking up CVS to get a feel for how it should be more akin to. His hands are way too big for him, as i recall him being rather slender (copy pasting hands? Not a wise idea trust me on that one} on top of that his overall pose is just kinda wonky, the entirety of his body is facing the viewer but his head and feet are to the right. Another thing to note is that the lightsource is from directly above, but the shading doesn't really imply that. I'd suggest redrawing the line art and trying again, good luck dude

I definitely rushed this and didn't pay much attention to the Z2 style.
I know others are saying that your criticisms are rather harsh, but it's my fault for not providing explanations for the questionable elements of the sprite (i.e. the anti-aliasing)

For starters:
I am an artist (I know my profile pic may suggest otherwise, but a silly profile picture lowers expectations). I've studied anatomy and I recognized the errors with the sprite that you pointed out (like the pose, proportions, etc., etc.). The issues come from:
A) Imitating the Z2 style with little study and "the shading comes from above" & "the hands are big and the bodies are bulky" as my only descriptions from people who use the style. I exaggerated the already exaggerated elements.
B) This is my first time trying to make sprites. I know it's odd to jump in to something so challenging from the start, but I was planning to just rely on my art experience to make it work. I'll actually use them in V2 (more on that later).

Also, about the lack of anti-aliasing:
The program I used (FireAlpaca) has anti-aliasing tied to a check box. I can't control it and don't have the space on my laptop for another program and have become too accustomed to it for my normal art for me to replace it.

The pose is imitating this:

I want to give Zamasu a semi-relaxed version of it because I want his basic punches to be ki-blade slashes and his basic kicks to be invisible shockwave-style ki blasts.
I didn't use the exact angle as the image out of laziness (I think you'll see this is a common problem, again, I'll explain how this won't be a problem later)
I also didn't include the "halo" because I want to either reserve it for his DD, Y+B or just his Supers and EX Moves.

Fixes:
I can't promise much right now, but I'll try to look more into the styles you mentioned in your other replies and more of Balthazar's spriting videos.
The new pose:

This doesn't represent the fixed proportions and the final product, but it at least provides an idea for what the aim of the new sprite is.

Thank you for the good wishes and advice, I appreciate them.


Edit:
V2 isn't going to be as lazy because I'm actually using an angle beside body->audience & head->opponent. It requires a tiny bit of foreshortening.
I kept mentioning this like it'd be some kind of amazing thing to witness but forgot to actually bring it up it in the end.
My 2nd bad.
    

Re: [Theme Thread] Z2 Sprite thread

 July 11, 2017, 03:42:55 pm View in topic context
 Posted by Nert/Captain Unprofessional  in [Theme Thread] Z2 Sprite thread (Started by AlexSin October 14, 2012, 11:57:57 am
 Board: Graphics

I just finished a Merged Zamasu sprite. I plan on making all of the sprites necessary for a Merged Zamasu Z2i over a really long period of time, but I think it's best if my Z2 imitation is critiqued before I move forward.
    

Re: Future Gohan Z2

 August 15, 2016, 04:01:05 am View in topic context
 Posted by Nert/Captain Unprofessional  in Future Gohan Z2 (Started by Nert/Captain Unprofessional July 03, 2016, 06:06:11 am
 Board: Edits & Addons 1.0+

I stopped playing M.U.G.E.N.
    

Re: Future Gohan Z2

 July 07, 2016, 07:22:28 pm View in topic context
 Posted by Nert/Captain Unprofessional  in Future Gohan Z2 (Started by Nert/Captain Unprofessional July 03, 2016, 06:06:11 am
 Board: Edits & Addons 1.0+

this looks awesome!! so far man you should add the masenko to his moveset but the special beam cannon is going to be epic

Masenko is already in Gohan Z2's moveset, there's a small Hadouken version and a more source-material accurate finisher. I also doubt Special Beam Cannon will actually happen, as I have no way of coding it. I could try to use the normal Kamehameha as a reference or cheat sheet, but that might end up going horribly.
    

Re: Future Gohan Z2

 July 07, 2016, 11:27:12 am View in topic context
 Posted by Nert/Captain Unprofessional  in Future Gohan Z2 (Started by Nert/Captain Unprofessional July 03, 2016, 06:06:11 am
 Board: Edits & Addons 1.0+

Okay, I've made and plan to make a few more edits on Gohan.

First:
Character Portrait is changed to updated image, Gohan's more serious than cocky, the scar is more flesh toned and there's minor damage to his gi:


Second:
It felt like a decade, but after lots of sprite moving and messing around with the y and x axis(es? I don't feel like checking, it's 4 am) the Chou Kamehameha ground pose is changed so that Gohan isn't weighed down by his non-existent left arm:


I also have something that I'll need help with, I want to make Gohan more unique, so I want to give him just one little thing, in a perfect world I could magically have the Brothers Kamehameha finisher changed to the Fierce Combination from BT3, Raging Blast 2 and Xenoverse 2, but I found something much more realistic:

SPECIAL BEAM CANNON!
I only have the first sprite done, but I think this can actually end up pretty nicely given enough time. The part where I need help is coding. All of the coding I've done is deleting Goten entirely (I finally got him out of the Kamehameha finisher so that can finally stop annoying me) and changing the taunt to a 1 second aura-less power up animation with an old Japanese woman screaming.
(I'm not asking for your cooperation right now, I'm just saying it ahead of time so that I don't end up wasting time on something that doesn't even come close to happening)
    

Re: Problem changing Character Portrait

 July 07, 2016, 04:41:25 am View in topic context

I found the problem, I gave both images the same palette, unlike the original, which had two different palettes for the two images
    

Re: Problem changing Character Portrait

 July 06, 2016, 05:25:57 am View in topic context

    

Problem changing Character Portrait

 July 06, 2016, 01:13:07 am View in topic context

I made a Gohan Z2 edit and wanted to change the character portrait, I did once successfully, but I made a new one and now it doesn't show up at all.

This is what I have in Fighter Factory:
(A-Button palette image)


(The alternate version that originally had the intended Gohan Z2 palette)


And this is what I get:
    

Re: Future Gohan Z2

 July 05, 2016, 12:45:53 am View in topic context
 Posted by Nert/Captain Unprofessional  in Future Gohan Z2 (Started by Nert/Captain Unprofessional July 03, 2016, 06:06:11 am
 Board: Edits & Addons 1.0+

I noticed that immediately after I posted it. I feel kind of dumb
    

Re: Future Gohan Z2

 July 05, 2016, 12:26:31 am View in topic context
 Posted by Nert/Captain Unprofessional  in Future Gohan Z2 (Started by Nert/Captain Unprofessional July 03, 2016, 06:06:11 am
 Board: Edits & Addons 1.0+

I made some minor edits to more notable sprites(Not put into the download version).

I changed the stance (The animation is clunky, but this is just one frame):


I also changed the walk animation's hair while also fixing up my old version of making the empty sleeve:


Finally, I tried to change the portrait from one frame of Gohan's new stance animation to an edited version of the original Gohan's portrait:

(I want to change the expression, but I'm mainly looking for commentary about the non-literal direction I'm taking the hair)
    

Re: Z2 Sprite Edit

 July 05, 2016, 12:06:57 am View in topic context
 Posted by Nert/Captain Unprofessional  in Z2 Sprite Edit (Started by Nert/Captain Unprofessional July 04, 2016, 10:59:39 pm
 Board: Idea Engineering

I don't plan on just coloring Goku's Inner Shirt, I'm actually going to extend his wrist bands, give him the black tipped boots, add the lower half of the top, etc., etc. I know that there's already SSJB palettes, I even made my own version for my copy of Goku.
    

Z2 Sprite Edit

 July 04, 2016, 10:59:39 pm View in topic context
 Posted by Nert/Captain Unprofessional  in Z2 Sprite Edit (Started by Nert/Captain Unprofessional July 04, 2016, 10:59:39 pm
 Board: Idea Engineering

I've already made a Gohan Z2 edit of Future Gohan, it was a long process, but I really loved the satisfaction of playing with the final product, so I want to make more. My problem is that I can't decide what I want to do. So I decided it would be best to see what other people want.
    

Future Gohan Z2

 July 03, 2016, 06:06:11 am View in topic context
 Posted by Nert/Captain Unprofessional  in Future Gohan Z2 (Started by Nert/Captain Unprofessional July 03, 2016, 06:06:11 am
 Board: Edits & Addons 1.0+


This is my first post, so I wanted to offer the best I have to offer. This is actually my first sprite edit, so I suggest you lower your already low expectations.

So, what is actually unique about Future Gohan Z2?

For starters, I got rid of one of his arms in all of his sprites (This ends up having inconsistencies, or in other words, there are quite a few changes of which arm is the only one, with one of the exceptions being the second basic Ki Blast)
I also (tried) to get rid of all references to the main timeline's future, leaving Gohan standing around for most of his victories and intros, and he has the charge animation for his taunt because I couldn't think of a better replacement for a book.

A less pathetic quality are Gohan's palettes!


          A:Default
          B: SSB
          C:  SSJG
          X: CPS3-Maladingdong(Gohan Z2 Default)At least I think it is
          Y: SSJ Edit of Young by Maladingdong
          Z: Xeno Trunks inspired
Start+A: Full Power SSJ(Goku and Gohan's controlled SSJ)
Start+B: Xenoverse Color SSB
Start+C: Xenoverse Color SSJG
Start+X: "Ultimate/Mystic" version made from the default skin(It's just black hair, that's all people make it)
Start+Y: PiccoSSJ-Balthazar(I couldn't think of a parallel skin for the other Piccolo palette)
Start+Z: DBS Trunks Inspired

Updated Link: https://1drv.ms/u/s!Aok2a8ge3LR_hCoButnXOJ_7KFs6
(New portrait, completed changing the blue aura effects to yellow, no Goten, and a few more changes)


Original Character made by Team Z2
You guys make great work and I honestly can't wait for your future releases.